Saturday, August 31, 2019

The treasury of Wizardry



In my last post, I briefly described the treasure system of Wizardry, where one of two treasure values are selected to determine your reward. This value involves another table system, but it is very badly designed, with bugs, irrelevant values, and a lot of noise in the data files, which I’ve left out of these tables.

Reward types

Rewards #0 through #9 are loose gold dropped by monsters who aren't guarding treasure chests.

Rewards #10 through #19 are the standard treasure chests.

Reward #20 is Werdna's stash on level 10.

Reward #21 is the LVL 7 Fighters' stash on level 4.

To use an example, Lvl 1 Mages have a [Reward 1] value of 1 and a [Reward 2] value of 11. Here’s the treasure sub-table representing Reward 1, which you will get if you fight a Lvl 1 Mage in a random encounter.


1

Percent Reward

100% [4d5] * 10 gold

This is fairly straightforward. It’s just a random amount of loose gold, with a minimum of 40 and a maximum of 200. It's doubled if the encounter happened in a room, but there wasn't a treasure chest. The amount will be evenly distributed among all party members who are in a condition to collect gold.

It’s the Reward 2 values, which are used when you kill an enemy in a room that had a treasure chest, where things get interesting, complicated, and buggy. The Lvl 1 Mage has a Reward 2 value of 11. The sub-table for reward 11 looks like this:

11 Chest [Trapless|Poison needle|Gas bomb|Type3]

Percent Reward

100% [4d5] * 10 gold

20% Item 3-17

10% Item 19-33

So first of all, this comes in a chest, as Reward2 treasures almost always do. The chest can be trapless, or have a poison needle trap, or gas bomb, or “Type3” trap, and there is an equal chance of each outcome. If “Type3” is selected, then it will either be a crossbow bolt, exploding box, splinters, blades, or stunner trap, with a 20% chance for each subtype.

Inside the chest, there are three possible treasures. The chest may contain one of them, or two of them, or all of them.

The first treasure is a gold pile, and there is a 100% chance of receiving it.

You have a 20% chance of receiving the second treasure, which will be a randomly chosen item with an index value from 3-17.

You have a 10% chance of receiving the third treasure, which will be a randomly chosen item with an index value from 19-33. Receiving it is not contingent on the outcome of the second treasure; you may receive both items, or one or the other, or you may only find the gold.

Note that whenever you receive an item, it will be randomly given to one of your conscious party members. If that character’s inventory is full, then the item will be discarded, and the game won’t even tell you that you would have gotten something! Therefore, never let any party member’s inventory get full when you are treasure hunting.

The range values are almost certainly bugged. I am almost positive that Sir-Tech meant for the ranges here to be 1-16 and 17-32. But, a badly designed range selector function causes the minimum range to be two points higher than intended, and the maximum to be one point higher than intended. Consequently, there are gaps in the treasure table, leaving some items that never appear as treasure.

In fact, every item-based treasure sub-table is similarly bugged, except for Werdna’s Amulet (treasure 20) and the treasures dropped by the Lvl 7 Fighters (treasure 21), and this is only because another bug keeps the selector function from even reaching the part of the code with the first bug.

The treasure chest system also has some variables called “MFactor,” “MaxTimes,” and “PercBigr.” But these are only used by treasures 22 and 23, which are not dropped by any monster in the game, so I have left this out.

Here’s the full treasure lookup table.

0

Percent Reward

100% [2d5] * 10 gold
1

Percent Reward

100% [4d5] * 10 gold
2

Percent Reward

100% [6d5] * 10 gold
4

Percent Reward

100% [8d5] * 10 gold
5

Percent Reward

100% [12d5] * 10 gold
6

Percent Reward

100% [10d10] * 10 gold
7

Percent Reward

100% [10d10] * [1d2] * 10 gold
8

Percent Reward

100% [10d10] * [1d4] * 10 gold
9

Percent Reward

100% [10d10] * [1d8] * 10 gold
10 Chest [Trapless|Poison needle|Type3]

Percent Reward

100% [2d5] * 10 gold

10% Item 3-17
11 Chest [Trapless|Poison needle|Gas bomb|Type3]

Percent Reward

100% [4d5] * 10 gold

20% Item 3-17

10% Item 19-33
12 Chest [Trapless|Poison needle|Type3|Teleporter]

Percent Reward

100% [6d5] * 10 gold

30% Item 3-17

15% Item 19-33
13 Chest [Trapless|Poison needle|Gas bomb|Type3|Teleporter]

Percent Reward

100% [8d5] * 10 gold

40% Item 3-17

20% Item 19-33
14 Chest [Trapless|Poison needle|Gas bomb|Type3|AntiMage]

Percent Reward

100% [10d5] * 10 gold

50% Item 3-17

30% Item 19-33

10% Item 35-52
15 Chest [Trapless|Poison needle|Gas bomb|Type3|Alarm]

Percent Reward

100% [12d5] * 10 gold

100% Item 3-17

50% Item 19-33

20% Item 35-52
16 Chest [Trapless|Type3|Teleporter|AntiMage|AntiPriest]

Percent Reward

100% [10d10] * 10 gold

75% Item 19-33

25% Item 35-52

10% Item 54-80
17 Chest [Trapless|Poison needle|Gas bomb|Teleporter|Alarm]

Percent Reward

100% [10d10] * [1d2] * 10 gold

100% Item 19-33

50% Item 35-52

15% Item 54-80
18 Chest [Poison needle|Gas bomb|AntiMage|AntiPriest]

Percent Reward

100% [10d10] * [1d4] * 10 gold

70% Item 35-52

25% Item 54-80

5% Item 81-93
19 Chest [Trapless|Poison needle|Gas bomb|Type3|Teleporter|AntiMage|AntiPriest|Alarm]

Percent Reward

100% [10d10] * [1d8] * 10 gold

100% Item 35-52

50% Item 54-80

10% Item 80-92
20

Percent Reward

100% Werdna's amulet
21 Chest [Poison needle|Gas bomb|Type3|Teleporter|Alarm]

Percent Reward

100% Latumofis pot.

100% Deadly ring

100% Rod of flame

To go with the treasure table, here’s a simple item list, with only the items that can drop in chests (or were meant to). More detailed tables on what the items actually do await further below.

1 LONG SWORD Weapon
2 SHORT SWORD Weapon
3 ANOINTED MACE Weapon
4 ANOINTED FLAIL Weapon
5 STAFF Weapon
6 DAGGER Weapon
7 SMALL SHIELD Armor
8 LARGE SHIELD Armor
9 ROBES Armor
10 LEATHER ARMOR Armor
11 CHAIN MAIL Armor
12 BREAST PLATE Armor
13 PLATE MAIL Armor
14 HELM Armor
15 DIOS POTION Consumable
16 LATUMOFIS POT. Consumable
17 LONG SWORD+1 Weapon
18 SHORT SWORD+1 Weapon
19 MACE+1 Weapon
20 STAFF OF MOGREF Weapon
21 SCROLL/KANTINO Consumable
22 LEATHER + 1 Armor
23 CHAIN MAIL + 1 Armor
24 PLATE MAIL + 1 Armor
25 SHIELD + 1 Armor
26 BREAST PLATE +1 Armor
27 SCROLL/BADIOS Consumable
28 SCROLL/HALITO Consumable
29 LONG SWORD -1 Weapon
30 SHORT SWORD -1 Weapon
31 MACE -1 Weapon
32 STAFF +2 Weapon
33 DRAGON SLAYER Weapon
34 HELM + 1 Armor
35 LEATHER -1 Armor
36 CHAIN -1 Armor
37 BREAST PLATE-1 Armor
38 SHIELD -1 Armor
39 JEWELED AMULET Misc
40 SCROLL/BADIOS Consumable
41 POTION OF SOPIC Consumable
42 LONG SWORD + 2 Weapon
43 SHORT SWORD +2 Weapon
44 MACE + 2 Weapon
45 SCROLL/LOMILWA Consumable
46 SCROLL/DILTO Consumable
47 COPPER GLOVES Armor
48 LEATHER + 2 Armor
49 CHAIN + 2 Armor
50 PLATE MAIL + 2 Armor
51 SHIELD + 2 Armor
52 HELM +2 (EVIL) Armor
53 POTION OF DIAL Consumable
54 RING OF PORFIC Misc
55 WERE SLAYER Weapon
56 MAGE MASHER Weapon
57 MACE PRO POISON Weapon
58 STAFF/MONTINO Weapon
59 BLADE CUSINART' Weapon
60 AMULET/MANIFO Misc
61 ROD OF FLAME Misc
62 EVIL CHAIN + 2 Armor
63 NEUT P-MAIL + 2 Armor
64 EVIL SHIELD +3 Armor
65 AMULET/MAKANITO Misc
66 DIADEM OF MALOR Armor
67 SCROLL/BADIAL Consumable
68 SHORT SWORD -2 Weapon
69 DAGGER + 2 Weapon
70 MACE -2 Weapon
71 STAFF -2 Weapon
72 DAGGER OF SPEED Weapon
73 CURSED ROBE Armor
74 LEATHER -2 Armor
75 CHAIN -2 Armor
76 BREAST PLATE -2 Armor
77 SHIELD - 2 Armor
78 CURSED HELMET Armor
79 BREAST PLATE +2 Armor
80 SILVER GLOVES Armor
81 EVIL SWORD + 3 Weapon
82 EVIL SSWORD + 3 Weapon
83 THIEVES DAGGER Weapon
84 BREAST PLATE +3 Armor
85 LORDS GARB Armor
86 MURASAMA BLADE Weapon
87 SHURIKEN Weapon
88 CHAIN PRO FIRE Armor
89 EVIL PLATE + 3 Armor
90 SHIELD + 3 Armor
91 RING OF HEALING Misc
92 RING PRO UNDEAD Misc
93 DEADLY RING Misc

Common item properties

Here’s an overview of some of the item properties that are common to multiple item types, but aren’t self-explanatory.

Boltac

How much of this item Boltac’s has in stock at the start. This decreases when you buy one, and increases when you sell one, but Boltac’s will never sell you cursed items, even if he has them in stock. They persist from game to game; if you sell Boltac’s a Lord’s Garb, then delete every character from the roster and roll a new party, Boltac’s will still have that Lord’s Garb in stock until somebody buys it.

These numbers represent the values in my copy of the game, and not the copies floating around on Asimov. I believe that the copies on Asimov are all based on a pirate copy that has already been played, and I have restored these values to the numbers found in the PC and NES versions, which I believe accurately represent the Apple II version’s out-of-the-box stock.

AC

Equipping this item lowers your AC by this much. Negative values raise it, which is bad. A few non-armor items have this property.

Special: Casts

You can use the item to cast a spell. Sometimes this comes with a chance of depleting the item, which will cause it to transform into a different item. For instance, Staff of Mogref has [Casts: MOGREF, 25% BROKEN ITEM], which means it can cast Mogref, but has a 25% chance of turning into a Broken item when you do. Items without this second designation will never be depleted.

Special: Invoke

Like casting, except that you invoke the item during a camping session and the effect is unique. Every invokable item except for Werdna’s Amulet can be depleted.

Special: Critical hits

Equipping this allows you to critical hit like a ninja. Pointless, because the Shuriken is the only weapon with this ability, and only ninjas can equip it.
 

Special: Heal X

Carrying this (you don't need to equip it) gives you a 25% chance of healing X points each step and each round of combat. If you have multiple healing items, only the one with the largest value takes. The Ring of Healing and Lord’s Garb heal 1, and Werdna's Amulet heals 5. The Deadly Ring is supposed to hurt you 3 points, but doesn't in this version because the game logic selects the "bigger" default value of 0 over the Deadly Ring's value of -3.

Protection: Class protection

When monsters of the protected type(s) target you, there's a 50% chance that it silently fails, causing them to lose their turn. Note that all monster actions, including breath attacks, party-hitting spells, and actions without obvious targets like running or calling, always target a random living party member. Class protection will not protect you from breath attacks or group spells that targeted a non-protected character.
 
Melee attacks are a special case, due to some strange programming. Melee attacks technically target  two party members - the first can be any living member, and the second is someone in the first three ranks. This means two separate class protection checks, and either one may nullify the attack. It's possible for the same party member to be targeted both times, in which case if they have protection there is a 75% chance of nullifying it.

Protection: 2x damage

Your melee strikes do double damage against monsters of the targeted classes.

Protection: Elemental protection

Breath attacks and group-targeting spells of the indicated element(s) do half damage. In addition,
  • Physical – You are immune to paralysis effects from hits. You will also never suffer critical hits.
  • Poison – You are immune to poison effects from hits.
  • Drain – You are immune to level drain.
  • Stone – You are immune to stone effects from hits.
  • Magic – When a monster targets you with any spell, the spell is silently nullified. Note that spells cast by monsters always target a randomly chosen living character, even if it's a group-affecting spell like Mahalito. Magic protection will not protect you if a group-affecting spell targets a non-protected character.

Weapons

Two tables. The first describes general properties of all weapons, and the second describes special properties of magic weapons. Magic weapons are bolded.

Id Name Name Unknown Price Bolcac Classes HitMod HitDam SwingCount
1 LONG SWORD SWORD 25 Infinite FSLN 4 1d8 0
2 SHORT SWORD SWORD 15 Infinite FTSLN 3 1d6 0
3 ANOINTED MACE KNOBBED STICK 30 Infinite FPBSLN 2 2d3 0
4 ANOINTED FLAIL STICK W/CHAIN 150 Infinite FPSLN 3 1d7 0
5 STAFF STICK 10 Infinite FMPTBSLN 0 1d5 0
6 DAGGER DAGGER 5 Infinite FMTSLN 1 1d4 0
17 LONG SWORD+1 SWORD 10000 0 FSLN 5 1d8 +1 2
18 SHORT SWORD+1 SWORD 15000 2 FTSLN 4 1d6 +1 2
19 MACE+1 KNOBBED STICK 12500 0 FPBSLN 3 2d4 +1 2
20 STAFF OF MOGREF STAFF 3000 1 MB 1 1d6 0
29 LONG SWORD -1 SWORD 1000 0 FSLN -1 1d8 0
30 SHORT SWORD -1 SWORD 1000 2 FTSLN -1 1d6 1
31 MACE -1 KNOBBED STICK 1000 0 FPBSLN -1 2d3 1
32 STAFF +2 STICK 2500 Infinite FMPTBSLN 2 1d4 +2 1
33 DRAGON SLAYER SWORD 10000 0 FSLN 1 1d10 +1 1
42 LONG SWORD + 2 SWORD 4000 0 FSLN 6 1d10 +2 3
43 SHORT SWORD +2 SWORD 4000 0 FTSLN 5 1d6 +2 3
44 MACE + 2 KNOBBED STICK 4000 0 FPBSLN 4 1d8 +2 2
55 WERE SLAYER SWORD 10000 0 FSLN 5 1d10 +1 2
56 MAGE MASHER SWORD 10000 0 FTSLN 5 1d6 +1 2
57 MACE PRO POISON KNOBBED STICK 10000 0 FPBSLN 3 1d8 2
58 STAFF/MONTINO STAFF 15000 0 FMPTBSLN 1 1d5 +1 1
59 BLADE CUSINART' SWORD 15000 0 FSLN 6 1d3 +9 4
68 SHORT SWORD -2 SWORD 8000 0 FTSLN 1 1d6 1
69 DAGGER + 2 DAGGER 8000 0 FMTSLN 3 1d4 +2 2
70 MACE -2 KNOBBED STICK 8000 0 FPBSLN 0 1d8 0
71 STAFF -2 STICK 8000 0 FMPTBSLN -2 1d4 1
72 DAGGER OF SPEED DAGGER 30000 0 MN -1 1d4 7
81 EVIL SWORD + 3 SWORD 50000 0 FSLN 7 1d10 +3 4
82 EVIL SSWORD + 3 SWORD 50000 0 FTSLN 6 1d6 4
83 THIEVES DAGGER DAGGER 50000 0 TN 5 1d6 4
86 MURASAMA BLADE WEAPON 1000000 0 S 8 10d5 3
87 SHURIKEN WEAPON 50000 0 N 7 1d5 +10 3

HitMod

Increase your character’s HitMod by this much, allowing you to hit more often. Negative values decrease it.

HitDam

The weapon’s base damage, per successful hit.

SwingCount

The number of strikes per turn. This does not stack with the number of swings your character would normally get. The higher value is the one that takes.

A SwingCount of 0 is essentially equivalent to a SwingCount of 1, since all characters are guaranteed at least 1 swing at any level.


Id Name Special Protection
20 STAFF OF MOGREF [Casts: MOGREF, 25% BROKEN ITEM]
29 LONG SWORD -1 [Cursed]
30 SHORT SWORD -1 [Cursed]
31 MACE -1 [Cursed]
33 DRAGON SLAYER
[Class protection: Dragon ]
[2x damage: Dragon ]
55 WERE SLAYER
[Class protection: Were ]
[2x damage: Were ]
56 MAGE MASHER
[Class protection: Mage ]
[2x damage: Mage ]
57 MACE PRO POISON
[Class protection: Insect ]
[Elemental protection: Poison ]
58 STAFF/MONTINO [Casts: MONTINO, 10% STAFF]
68 SHORT SWORD -2 [Cursed]
70 MACE -2 [Cursed]
71 STAFF -2 [Cursed]
72 DAGGER OF SPEED [AC: -3]
81 EVIL SWORD + 3 [Alignment: Evil]
83 THIEVES DAGGER [Invoke: Become a ninja, 100% BROKEN ITEM]
86 MURASAMA BLADE [Invoke: Increase strength by 1, 50% BROKEN ITEM]
87 SHURIKEN [Alignment: Evil]
[Invoke: Increase MaxHP by 1, 50% BROKEN ITEM]
[Critical hits]
[Elemental protection: Poison Drain ]


The Dagger of Speed is the only weapon with an AC modifier. It's negative, which is bad. This might be an error, but on the other hand, this weapon swings an amazing 7 times per round, so perhaps this is a deliberate tradeoff.

Armor

Once again, two tables. One for the general properties of all armor, and one for special properties of magic armor. Magic armor is bolded.

Id Name Name Unknown Type Price Boltac Classes AC
7 SMALL SHIELD SHIELD Shield 20 Infinite FPTBSLN 2
8 LARGE SHIELD SHIELD Shield 40 Infinite FPSLN 3
9 ROBES CLOTHING Armor 15 Infinite FMPTBSLN 1
10 LEATHER ARMOR ARMOR Armor 50 Infinite FPTBSLN 2
11 CHAIN MAIL ARMOR Armor 90 Infinite FPSLN 3
12 BREAST PLATE ARMOR Armor 200 Infinite FPSLN 4
13 PLATE MAIL ARMOR Armor 750 Infinite FSLN 5
14 HELM HELM Helmet 100 Infinite FSLN 1
22 LEATHER + 1 ARMOR Armor 1500 Infinite FPTBSLN 3
23 CHAIN MAIL + 1 ARMOR Armor 1500 Infinite FPSLN 4
24 PLATE MAIL + 1 ARMOR Armor 1500 1 FSLN 6
25 SHIELD + 1 SHIELD Shield 1500 Infinite FPTSLN 4
26 BREAST PLATE +1 ARMOR Armor 1500 Infinite FPSLN 5
34 HELM + 1 HELM Helmet 3000 0 FSLN 2
35 LEATHER -1 ARMOR Armor 1500 0 FPTBSL 1
36 CHAIN -1 ARMOR Armor 1500 0 FPSLN 2
37 BREAST PLATE-1 ARMOR Armor 1500 0 FPSLN 3
38 SHIELD -1 SHIELD Shield 1500 0 FPTSL -1
47 COPPER GLOVES GLOVES Gauntlet 6000 Infinite FSLN 1
48 LEATHER + 2 ARMOR Armor 6000 0 FPTBSLN 4
49 CHAIN + 2 ARMOR Armor 6000 0 FPSLN 5
50 PLATE MAIL + 2 ARMOR Armor 6000 0 FPSLN 7
51 SHIELD + 2 SHIELD Shield 7000 0 FPTSLN 5
52 HELM +2 (EVIL) HELM Helmet 8000 0 FSLN 3
62 EVIL CHAIN + 2 CHAIN Armor 8000 0 FPSLN 5
63 NEUT P-MAIL + 2 PLATE ARMOR Armor 8000 0 FPSLN 7
64 EVIL SHIELD +3 SHIELD Shield 25000 0 FPTSLN 5
66 DIADEM OF MALOR DIADEM Helmet 25000 0 FMPTBSLN 2
73 CURSED ROBE ROBE Armor 8000 0 FMPTBSLN -2
74 LEATHER -2 ARMOR Armor 8000 0 FPTBSLN 0
75 CHAIN -2 ARMOR Armor 8000 0 FPSLN 1
76 BREAST PLATE -2 ARMOR Armor 8000 0 FPSLN 2
77 SHIELD - 2 SHIELD Shield 8000 0 FPTSLN 0
78 CURSED HELMET HELM Helmet 50000 0 FSLN -2
79 BREAST PLATE +2 ARMOR Armor 10000 0 FPSLN 6
80 SILVER GLOVES GAUNTLETS Gauntlet 60000 0 FSLN 3
84 BREAST PLATE +3 ARMOR Armor 100000 0 FPSLN 7
85 LORDS GARB ARMOR Armor 1000000 0 L 10
88 CHAIN PRO FIRE ARMOR Armor 150000 0 FPSLN 6
89 EVIL PLATE + 3 PLATE ARMOR Armor 150000 0 FPSLN 9
90 SHIELD + 3 SHIELD Shield 250000 0 FPTSLN 6



Id Name Special Protection
35 LEATHER -1 [Cursed]
36 CHAIN -1 [Cursed]
37 BREAST PLATE-1 [Cursed]
52 HELM +2 (EVIL) [Alignment: Evil]
[Casts: BADIOS]

62 EVIL CHAIN + 2 [Alignment: Evil]
63 NEUT P-MAIL + 2 [Alignment: Neutral]
64 EVIL SHIELD +3 [Alignment: Evil]
66 DIADEM OF MALOR [Casts: MALOR, 100% HELM]
73 CURSED ROBE [Cursed]
[HitMod: -2]

74 LEATHER -2 [Cursed]
75 CHAIN -2 [Cursed]
76 BREAST PLATE -2 [Cursed]
77 SHIELD - 2 [Cursed]
78 CURSED HELMET [Cursed]
[HitMod: -2]

85 LORDS GARB [Invoke: Restores entire party's HP, 50% BROKEN ITEM]
[Heal: 1]
[Class protection: Mythical Dragon ]
88 CHAIN PRO FIRE
[Elemental protection: Flame]
89 EVIL PLATE + 3 [Alignment: Evil]


The cursed robe and cursed helm decrease your HitMod by 2, which is bad.

The Lords Garb is flagged to grant critical hits and 2x damage toward were monsters, undead, and demons, but these flags in effect don't do anything. The game logic only checks for these flags on weapons. An oversight?


Consumables

These items all cast a spell when used, and then turn into BROKEN ITEM. Any class can use any consumable.

Id Name Name Unknown Price Boltac Casts
15 DIOS POTION POTION 500 Infinite DIOS
16 LATUMOFIS POT. POTION 300 Infinite LATUMOFIS
21 SCROLL/KANTINO SCROLL 500 1 KATINO
27 SCROLL/BADIOS PAPER 500 Infinite BADIOS
28 SCROLL/HALITO SCROLL 500 25 HALITO
40 SCROLL/BADIOS SCROLL 500 0 BADIOS
41 POTION OF SOPIC POTION 1500 1 SOPIC
45 SCROLL/LOMILWA SCROLL 2500 0 LOMILWA
46 SCROLL/DILTO SCROLL 2500 0 DILTO
53 POTION OF DIAL POTION 5000 0 DIAL
67 SCROLL/BADIAL SCROLL 8000 0 BADIAL


Misc items

Miscellaneous equippable items.

Id Name Name Unknown Price Classes Special Protection
0 BROKEN ITEM BROKEN ITEM 0


39 JEWELED AMULET AMULET 5000 All [Casts: DUMAPIC]
54 RING OF PORFIC RING 10000 All [Casts: PORFIC,
5% BROKEN ITEM]

60 AMULET/MANIFO AMULET 15000 P [Casts: MANIFO,
10% BROKEN ITEM]

61 ROD OF FLAME ROD 25000 MBS [Casts: MAHALITO,
10% BROKEN ITEM]
[Elemental protection: Flame]
65 AMULET/MAKANITO AMULET 20000 All [Casts: MAKANITO,
5% BROKEN ITEM]

91 RING OF HEALING RING 300000 All [Heal: 1]
92 RING PRO UNDEAD RING 500000 All
[Class protection: Undead]
93 DEADLY RING RING 500000 All [Cursed]
[Heal: -3]

94 WERDNA'S AMULET AMULET 999999999999 All [Alignment: Evil]
[Cursed]
[Invoke:
Restores entire party's HP]
[Casts: MALOR]
[Heal: 5]
[AC: 10]
[Class protection: All ]
[Elemental protection: All ]


Keys


Id Name
95 STATUETTE/BEAR
96 STATUETTE/FROG
97 BRONZE KEY
98 SILVER KEY
99 GOLD KEY
100 BLUE RIBBON

Wednesday, August 28, 2019

The bestiary of Wizardry


I've split the monster table into several, while also merging some of the columns. Trust me, this is the least bad solution that I've tried.

Id Picture Unknown Name Unknown Names Name Names Group Size HP / Level
0 0 SLIME SLIMES BUBBLY SLIME BUBBLY SLIMES 2d2 1d3 +1
1 1 SMALL HUMANOID SMALL HUMANOIDS ORC ORCS 3d2 1d4
2 1 SMALL HUMANOID SMALL HUMANOIDS KOBOLD KOBOLDS 2d2 +1 2d3 +1
3 2 SKELETON SKELETONS UNDEAD KOBOLD UNDEAD KOBOLDS 1d6 +1 2d3 +2
4 3 SCRUFFY MAN SCRUFFY MEN ROGUE ROGUES 1d4 +1 2d5 +1
5 3 SCRUFFY MAN SCRUFFY MEN BUSHWACKER BUSHWACKERS 1d4 +1 3d6 +1
6 4 MAN IN CHAIN MEN IN CHAIN HIGHWAYMAN HIGHWAYMEN 2d6 3d4 +2
7 5 WEIRD HUMANOID WEIRD HUMANOIDS ZOMBIE ZOMBIES 1d6 +1 1d10 +1
8 0 SLIME SLIMES CREEPING CRUD CREEPING CRUDS 1d6 +1 3d4
9 6 GAS CLOUD GAS CLOUDS GAS CLOUD GAS CLOUDS 2d4 2d4
10 7 MAN IN ROBES MEN IN ROBES LVL 1 MAGE LVL 1 MAGES 1d1 1d4 +1
11 8 PRIEST PRIESTS LVL 1 PRIEST LVL 1 PRIESTS 1d4 +1 1d8
12 19 SMALL OBJECT SMALL OBJECTS CREEPING COIN? CREEPING COINS? 9d1 1d1
13 9 KIMONOED MAN KIMONOED MEN LVL 1 NINJA LVL 1 NINJAS 2d4 2d4 +2
14 11 RABBIT RABBITS VORPAL BUNNY VORPAL BUNNIES 2d3 +2 3d6 +2
15 11 GIANT RODENT GIANT RODENTS CAPYBARA CAPYBARAS 2d4 +1 4d4
16 12 AMPHIBIAN AMPHIBIANS GIANT TOAD GIANT TOADS 2d2 +4 4d5
17 11 MANGY DOG MANGY DOGS COYOTE COYOTES 4d2 4d6
18 8 PRIEST PRIESTS LVL 3 PRIEST LVL 3 PRIESTS 2d2 +3 3d8 +1
19 9 KIMONOED MAN KIMONOED MEN LVL 3 SAMURAI LVL 3 SAMURAI 4d2 3d6 +4
20 9 KIMONOED MAN KIMONOED MEN LVL 3 NINJA LVL 3 NINJA 2d4 +2 3d8
21 10 BEAR BEARS WERE BEAR WERE BEARS 2d3 +2 5d8
22 13 FLY FLIES DRAGON FLY DRAGON FLIES 1d3 +1 2d8
23 5 WEIRD HUMANOID WEIRD HUMANOIDS ROTTING CORPSE ROTTING CORPSES 1d5 2d8
24 16 OGRE OGRES OGRE OGRES 1d8 4d8 +1
25 14 INSECT INSECTS HUGE SPIDER HUGE SPIDERS 1d8 2d8 +2
26 11 WERERAT WERERATS WERERAT WERERATS 1d4 3d8 +1
27 14 INSECT INSECTS BORING BEETLE BORING BEETLES 1d8 5d8
28 15 DRAGON DRAGONS GAS DRAGON GAS DRAGONS 1d4 5d8
29 8 PRIEST PRIEST PRIESTESS PRIESTESS 1d6 3d8 +1
30 4 MAN IN ARMOR MEN IN ARMOR SWORDSMAN SWORDSMEN 1d6 3d10
31 14 INSECT INSECTS HUGE SPIDER HUGE SPIDERS 1d8 2d8 +2
32 11 ANIMAL ANIMALS ATTACK DOG ATTACK DOGS 1d6 4d8
33 16 GARGOYLE GARGOYLES GARGOYLE GARGOYLES 1d6 4d8 +4
34 5 UNSEEN ENTITY UNSEEN ENTITY GRAVE MIST GRAVE MISTS 1d6 4d8
35 15 ANIMAL ANIMALS DRAGON PUPPY DRAGON PUPPIES 1d6 5d10
36 11 WOLF WOLVES WEREWOLF WEREWOLVES 1d6 4d8 +3
37 5 UNSEEN ENTITY UNSEEN ENTITY SHADE SHADES 1d6 3d8 +3
38 8 PRIEST PRIESTS BISHOP BISHOPS 1d6 4d8
39 9 MAN IN ARMOR MAN IN ARMOR MINOR DAIMYO MINOR DAIMYOS 1d6 4d10
40 7 MAN IN ROBES MEN IN ROBES LVL 5 MAGE LVL 5 MAGES 1d6 5d4
41 3 MAN IN LEATHER MEN IN LEATHER LVL 4 THIEF LVL 4 THIEVES 1d6 4d8 +3
42 11 ANIMAL ANIMALS KILLER WOLF KILLER WOLVES 1d6 6d8
43 5 UNSEEN ENTITY UNSEEN ENTITY SPIRIT SPIRITS 1d6 7d3 +2
44 14 INSECT INSECTS GIANT SPIDER GIANT SPIDERS 1d6 4d8 +4
45 11 ANIMAL ANIMALS WERETIGER WERETIGERS 1d8 5d8
46 11 STRANGE ANIMAL STRANGE ANIMALS MEDUSALIZARD MEDUSALIZARDS 1d6 5d8
47 8 PRIEST PRIESTS LVL 5 PRIEST LVL 5 PRIESTS 1d5 5d8
48 9 MAN IN BLACK MEN IN BLACK LVL 6 NINJA LVL 6 NINJAS 1d5 6d10
49 7 MAN IN ROBES MEN IN ROBES LVL 7 MAGE LVL 7 MAGES 1d6 7d4
50 3 MAN IN LEATHER MEN IN LEATHER MASTER THIEF MASTER THIEVES 1d6 4d6
51 9 MAN IN ARMOR MAN IN ARMOR MAJOR DAIMYO MAJOR DAIMYOS 1d5 7d12
52 8 PRIEST PRIESTS HIGH PRIEST HIGH PRIESTS 1d6 8d8
53 9 MAN IN ARMOR MEN IN ARMOR CHAMP SAMURAI CHAMP SAMURAI 1d6 10d10
54 7 MAN IN ROBES MEN IN ROBES ARCH MAGE ARCH MAGES 1d6 8d4 +2
55 3 MAN IN LEATHER MEN IN LEATHER MASTER THIEF MASTER THIEVES 1d6 6d6
56 11 STRANGE ANIMAL STRANGE ANIMALS GAZE HOUND GAZE HOUNDS 1d5 4d8
57 16 OGRE OGRES OGRE LORD OGRE LORDS 1d5 8d8
58 16 STRANGE ANIMAL STRANGE ANIMALS TROLL TROLLS 1d3 6d8 +6
59 5 UNSEEN ENTITY UNSEEN ENTITIES LIFESTEALER LIFESTEALERS 1d1 5d8 +3
60 2 UNSEEN ENTITY UNSEEN ENTITIES NIGHTSTALKER NIGHTSTALKERS 2d3 5d8 +3
61 11 STRANGE ANIMAL STRANGE ANIMALS WYVERN WYVERNS 1d6 7d8 +7
62 8 PRIEST PRIESTS LVL 8 PRIEST LVL 8 PRIESTS 1d5 7d8
63 4 MAN IN ARMOR MEN IN ARMOR LVL 10 FIGHTER LVL 10 FIGHTERS 1d6 7d10
64 7 MAN IN ROBES MEN IN ROBES LVL 7 MAGE LVL 7 MAGES 1d6 7d4
65 3 MAN IN LEATHER MEN IN LEATHER LVL 7 THIEF LVL 7 THIEVES 1d5 7d6
66 9 MONK MONKS LVL 8 NINJA LVL 8 NINJAS 1d3 8d4
67 16 GIANT GIANTS EARTH GIANT EARTH GIANTS 1d5 1d1 +40
68 17 DEMON DEMONS LESSER DEMON LESSER DEMONS 1d1 10d8
69 15 STRANGE ANIMAL STRANGE ANIMALS CHIMERA CHIMERAS 1d4 9d6
70 16 GIANT GIANT FIRE GIANT FIRE GIANT 1d4 11d8 +4
71 10 STRANGE ANIMAL STRANGE ANIMALS GORGON GORGONS 1d1 8d8
72 8 PRIEST PRIESTS LVL 8 BISHOP LVL 8 BISHOPS 1d6 8d8
73 4 MAN IN ARMOR MEN IN ARMOR LVL 8 FIGHTER LVL 8 FIGHTERS 1d6 8d10
74 7 MAN IN ROBES MEN IN ROBES LVL 10 MAGE LVL 10 MAGES 1d6 10d4
75 3 MAN IN LEATHER MEN IN LEATHER THIEF THIEVES 1d5 9d6
76 7 MAN IN ROBE MEN IN ROBES MASTER NINJA MASTER NINJAS 1d5 10d4
77 5 UNSEEN ENTITY UNSEEN ENTITIES MURPHY'S GHOST MURPHY'S GHOSTS 1d1 10d10 +10
78 6 UNSEEN ENTITY UNSEEN ENTITIES WILL O' WISP WILL O' WISPS 1d2 10d8
79 12 STRANGE ANIMAL STRANGE ANIMALS BLEEB BLEEBS 1d8 10d8
80 16 GIANT GIANTS FROST GIANT FROST GIANTS 1d4 1d8 +50
81 15 DRAGON DRAGON FIRE DRAGON FIRE DRAGON 1d4 12d8
82 8 PRIEST PRIEST HIGH PRIEST HIGH PRIEST 1d1 11d8
83 7 MAN IN ROBES MEN IN ROBES HIGH WIZARD HIGH WIZARDS 1d1 12d4
84 3 MAN IN LEATHER MEN IN LEATHER MASTER THIEF MASTER THIEVES 1d1 12d6
85 7 MAN IN ROBES MEN IN ROBES HATAMOTO HATAMOTOS 1d1 12d4
86 2 UNSEEN ENTITY UNSEEN ENTITY VAMPIRE VAMPIRES 1d4 11d8
87 17 DEMON DEMONS GREATER DEMON GREATER DEMONS 1d6 11d8
88 16 GIANT GIANTS POISON GIANT POISON GIANTS 1d4 1d1 +80
89 15 DRAGON DRAGONS DRAGON ZOMBIE DRAGON ZOMBIES 1d4 12d8
90 4 MAN IN ARMOR MEN IN ARMOR RAVER LORD RAVER LORDS 1d1 15d10
91 1 CONEHEAD CONEHEADS THE HIGH MASTER HIGH MASTERS 1d1 15d4
92 0 STRANGE ANIMAL STRANGE ANIMALS FLACK FLECK 1d1 15d12
93 7 MAN IN ROBES MEN IN ROBES ARCH MAGE ARCH MAGES 1d1 20d4
94 17 UNSEEN BEING UNSEEN BEINGS MAELIFIC MAELIFICS 1d0 +1 25d4
95 2 UNSEEN ENTITY UNSEEN ENTITYS VAMPIRE LORD VAMPIRE LORDS 1d1 20d8
96 7 MAN IN ROBES MAN IN ROBES W E R D N A W E R D N A 1d1 10d10 +20
97 9 MAN IN KIMONO MEN IN KIMONOS HIGH NINJA HIGH NINJAS 1d1 12d4
98 8 PRIEST PRIESTS HIGH PRIEST HIGH PRIESTS 2d1 8d8
99 7 MAN IN ROBES MEN IN ROBES LVL 7 MAGE LVL 7 MAGES 2d1 7d4
100 4 MAN IN ARMOR MEN IN ARMOR LVL 7 FIGHTER LVL 7 FIGHTERS 2d1 7d10


Picture

These pictures were extracted from the Apple II disk images.

Names

Each monster gets four names. A normal name, a name representing the unidentified monster, and plural variants for both.

Group Size

The number of monsters that may appear in a group. This will never exceed (MazeLevel + 4).

HP / Level

The hit dice which determine the monster’s starting HP, which rolls for each individual monster during an encounter. The dice count also serves as the monster's level. Kobolds, for instance, with 2d3 + 1 HP, count as level 2.


Some of these notes reference formulas that I’ve discussed in the previous post.

A monster's chance to hit you in melee is (Level + YourAC) * 5% per strike.

A monster's chance to resist a successful critical hit is (Level + 10)/35.

Each monster's chance to resist Manifo is (Level * 10%) + 50%.

Each monster's chance to resist Montino and Badi is Level * 10%.

Each monster's chance to resist Katino is Level * 20%.

Monsters always resist Makanito if their level is greater than 7.

Each monster’s chance to resist Lakanito is Level * 6%.

A monster's chance to resist Dispell increases by Level * 10%.


The morale of a monster group is equal to its level, multiplied by the number of monsters whose status is OK.

When your total party level exceeds the total monster morale of all groups, they will be demoralized, and monsters with the Run ability have a 65% chance to flee.

When monsters are demoralized (even if they cannot run), your chance to succeed when running is 20% higher.


Each monster's chance to heal AFRAID status is Level * 10% per turn, but not more than 50%. I am not sure if the AFRAID status is even possible in Wizardry; fear-related spells just raise AC.

Each monster's chance to heal ASLEEP status is Level * 20% per turn, but not more than 50%.

Each monster's chance to heal PARALYZE status is Level * 7% per turn, but not more than 50%. PARALYZE also doesn't seem to be possible to inflict. Monsters successfully held with MANIFO are simply put into ASLEEP status.


When monsters advance, each monster has a “strength” value determined by this formula:
[Remaining HP] - 3 * (MageLevel + PriestLevel)

The group strength is the sum of all monsters’ strength in the group, only counting monsters with OK status.

After group strength is calculated for all groups, monster group 4 compares its strength to monster group 3, and performs this calculation:
20% * [Group 4 Strength] / [Group 3 Strength] + 31%

This result is the probability that each group moves up a rank.

The process repeats for group 3 and group 2.



Id Name Class Armor Class Attacks Special Reward 1 Reward 2
0 BUBBLY SLIME Animal 12 1d1
0 10
1 ORC Fighter 10 1d4
0 10
2 KOBOLD Fighter 8 1d2 +1 1d2 +1
0 10
3 UNDEAD KOBOLD Undead 10 1d4 +1
0 10
4 ROGUE Thief 10 1d4 2d2 +1
0 10
5 BUSHWACKER Fighter 8 1d6 +1 2d4 +1
0 10
6 HIGHWAYMAN Fighter 6 1d2 +1 1d2 +1 1d2 +1 1d2 +1
0 10
7 ZOMBIE Undead 4 1d6
0 10
8 CREEPING CRUD Animal 6 1d3 +1
0 10
9 GAS CLOUD Enchanted 10 1d4
0 10
10 LVL 1 MAGE Mage 4 2d2
1 11
11 LVL 1 PRIEST Priest 5 1d8
1 11
12 CREEPING COIN? Enchanted 4 1d1 [Drain breath] 2 4
13 LVL 1 NINJA Fighter 5 1d4 1d4 1d4
1 11
14 VORPAL BUNNY Animal 6 1d6 1d8
1 11
15 CAPYBARA Animal 8 1d10
1 11
16 GIANT TOAD Animal 7 1d4 1d6 2d3 +2
1 11
17 COYOTE Animal 8 4d4
1 11
18 LVL 3 PRIEST Priest 4 1d8 +2
1 11
19 LVL 3 SAMURAI Fighter 5 1d4 +1 1d6 +1 1d4 +1
1 11
20 LVL 3 NINJA Fighter 3 1d4 1d4 1d4 1d4 1d4
2 12
21 WERE BEAR Animal 6 3d6 +1 [Heal 1] 2 12
22 DRAGON FLY Dragon 4 1d4 1d4 1d6 [Flame breath] 2 12
23 ROTTING CORPSE Undead 6 1d3 1d3 1d6
2 12
24 OGRE Fighter 5 2d6
2 12
25 HUGE SPIDER Insect 6 1d6
2 12
26 WERERAT Were 6 1d8
2 12
27 BORING BEETLE Insect 3 5d4
2 12
28 GAS DRAGON Dragon 3 1d4 1d4 3d6 [Poison breath] 2 12
29 PRIESTESS Priest 4 1d6 +2
2 12
30 SWORDSMAN Fighter 3 2d7
3 13
31 HUGE SPIDER Insect 6 1d6
3 13
32 ATTACK DOG Animal 1 1d6
3 13
33 GARGOYLE Enchanted 5 1d3 1d3 1d6 1d4
3 13
34 GRAVE MIST Undead 4 1d4 1d4 1d8
3 13
35 DRAGON PUPPY Dragon 4 1d10 [Cold breath] 3 13
36 WEREWOLF Were 5 2d4 2d4
3 13
37 SHADE Undead 7 1d4 +1 [Drain 1] 3 13
38 BISHOP Priest 4 1d10
3 13
39 MINOR DAIMYO Fighter 2 1d12
3 13
40 LVL 5 MAGE Mage 10 1d4
4 14
41 LVL 4 THIEF Thief 10 1d6 2d6
4 14
42 KILLER WOLF Animal 0 2d4 2d4
4 14
43 SPIRIT Mythical 2 1d4 [Heal 1] 4 14
44 GIANT SPIDER Insect 4 2d4
4 14
45 WERETIGER Were 4 2d6 2d6 1d4 [Heal 1] 4 14
46 MEDUSALIZARD Mythical 6 1d3
4 14
47 LVL 5 PRIEST Priest 4 1d6 +2
4 14
48 LVL 6 NINJA Fighter 6 1d6 1d6 1d6
4 14
49 LVL 7 MAGE Mage 8 1d4
4 14
50 MASTER THIEF Thief 4 1d6 1d6 2d6
5 15
51 MAJOR DAIMYO Fighter 0 1d10 1d4
5 15
52 HIGH PRIEST Priest 3 1d8 +2
5 15
53 CHAMP SAMURAI Fighter 2 1d12 +2
5 15
54 ARCH MAGE Mage 9 1d4
5 15
55 MASTER THIEF Thief 3 1d8 3d8
5 15
56 GAZE HOUND Animal -1 1d2
5 15
57 OGRE LORD Mage 4 1d12 [Heal 1] 5 15
58 TROLL Fighter 4 1d4 +4 1d4 +4 1d4 +4 [Heal 3] 5 15
59 LIFESTEALER Undead 3 1d4 [Drain 2] 5 15
60 NIGHTSTALKER Undead 4 1d6 [Drain 1] 6 16
61 WYVERN Animal 3 2d8 1d6
6 16
62 LVL 8 PRIEST Priest 3 1d8
6 16
63 LVL 10 FIGHTER Fighter 0 1d12 1d12
6 16
64 LVL 7 MAGE Mage 8 1d4
6 16
65 LVL 7 THIEF Thief 4 1d8 3d8
6 16
66 LVL 8 NINJA Fighter 4 2d6 1d6
6 16
67 EARTH GIANT Giant 9 2d8 2d8
6 16
68 LESSER DEMON Demon 4 2d6 2d6 1d3 1d3 1d4 +4
6 16
69 CHIMERA Animal 2 1d3 1d3 1d4 1d4 2d4 3d4 [Flame breath] 6 16
70 FIRE GIANT Giant 3 5d6
7 17
71 GORGON Mythical 2 2d6 [Stone breath] 7 17
72 LVL 8 BISHOP Priest 2 1d8 +4
7 17
73 LVL 8 FIGHTER Fighter -1 1d12 +2 1d12 +2
7 17
74 LVL 10 MAGE Mage 10 1d4
7 17
75 THIEF Thief 4 1d8 1d3 3d8 2d10
7 17
76 MASTER NINJA Fighter 3 1d10 +3 1d10 +3 1d10 +3
7 17
77 MURPHY'S GHOST Undead -3 1d1 +1 [Heal 1] 3 3
78 WILL O' WISP Enchanted -8 2d8
7 17
79 BLEEB Animal 0 1d8 +1 1d8 +1
7 17
80 FROST GIANT Giant 6 3d10
8 18
81 FIRE DRAGON Dragon -1 1d4 1d4 4d4 [Flame breath] 8 18
82 HIGH PRIEST Priest 2 1d8 1d8
8 18
83 HIGH WIZARD Mage 4 1d4
8 18
84 MASTER THIEF Thief 2 1d8 5d8
8 18
85 HATAMOTO Fighter -1 3d8 3d8 3d8
8 18
86 VAMPIRE Undead -1 2d8 1d4 1d4 [Drain 2] [Heal 1] 8 18
87 GREATER DEMON Demon -3 2d12 1d6 1d4 1d4 1d4 [Heal 1] 8 18
88 POISON GIANT Giant 3 4d10 [Poison breath] 8 18
89 DRAGON ZOMBIE Undead -2 1d8 1d8 3d12 [Drain breath] 8 18
90 RAVER LORD Animal 10 3d12 3d12 [Heal 2] 9 19
91 THE HIGH MASTER Fighter -2 3d12 3d12 3d6
9 19
92 FLACK Animal -3 4d8 +3 [Cold breath] 9 19
93 ARCH MAGE Mage 0 1d4
9 19
94 MAELIFIC Undead -5 1d4 1d0 +1 [Drain 3] [Heal 3] 9 19
95 VAMPIRE LORD Undead -5 1d4 [Drain 4] [Heal 4] 9 19
96 W E R D N A Mage -7 8d5 8d5 [Drain 4] [Heal 5] 20 20
97 HIGH NINJA Fighter -1 3d8 3d8 3d8
0 0
98 HIGH PRIEST Priest 2 1d8 +4
0 0
99 LVL 7 MAGE Mage 8 1d4
0 0
100 LVL 7 FIGHTER Fighter 0 1d12 1d12 [Unique 1] 21 21


Class

Class determines the odds of being friendly.


Fighter 11%
Mage 6%
Priest 16%
Thief 4%
Midget (unused) 31%
Dragon 26%
All others 1%


Certain items, when equipped, will have a 50% chance of silently nullifying attacks from specific monster classes, should the monster decide to attack the character equipped with such an item. They do not affect spells or breath weapons.

Certain weapons deal double damage against specific monster classes.

Makanito never affects the undead. Zilwan and Dispell only affect the undead.

Class determines fighting style, though this is strictly an aesthetic detail.

Fighter Arms
Mage Arms
Priest Arms
Thief Arms
Midget Arms
Giant Arms
Mythical Claws
Dragon Both
Animal Claws
Were Both
Undead Arms
Demon Arms
Insect Claws
Enchanted Claws

A monster with “arms” SWINGS, THRUSTS, STABS, SLASHES, and CHOPS.

A monster with “claws” TEARS, RIPS, GNAWS, BITES, and CLAWS.

A monster with “both” can do any of those things.

Attacks

Simple hit dice to determine damage when a monster hits.

Some monsters have multiple attacks, and they don’t always do the same amount of damage. For instance, the greater demon’s attack is:
2d12 1d6 1d4 1d4 1d4

That means it strikes five times, each strike has a separate chance to hit, and each landed hit inflicts the corresponding damage roll.

Special: X Breath

The monster has a breath attack of element type X. Any monster with a breath attack has a 60% chance of using it instead of attacking. Breath attacks hit all players for damage equal to half of the monster’s remaining HP. Characters equipped with an item with that elemental resistance, or who make a saving throw against breath will take half damage. If both conditions are met, they take 25% damage. Element type has no other effect. Stone breath, for instance, does not petrify; it merely indicates that characters equipped with stone elemental protection will take half damage.

Special: Drain X

If you are hit, you will lose X levels, and your maxHP will be reduced to ([newLevel]*[oldMaxHP])/[MaxLev], where MaxLev is the highest level you've reached without getting drained (switching classes resets your level but not your MaxLevel). You’ll be LOST if you drop below level 1!

The creeping coins don't have this ability; they only have a breath attack with the Drain element.

Special: Heal X

The monster heals this many HP per round.

Special: Unique 1

This is a property found only found in the Level 7 Fighters, found in the monster allocation center in Level 4. When you kill a group of this monster, the value decreases by 1, permanently, and from then on will never be fought again, not even by subsequent parties starting new games. In all of the Apple II disk images of Wizardry I on Asimov, this value is already set to 0! I’ve “fixed” this in my own copy by bringing it back to 1, which I believe is the intended starting value.

If you encounter a monster whose "unique" value is 0, then you will fight its partner instead.

Reward 1 & Reward 2

Index values used to lookup the type of treasure the monster leaves. This is always based on the monster type that was initially selected for the encounter. Monsters types that populated the rear ranks are irrelevant.

“Reward 1” almost always indicates an amount of loose gold, and “Reward 2” almost always indicates a treasure chest which may or may not have items inside. Whether you get reward type 1 or type 2 is not entirely random.

As described in a previous post, upon entering a dungeon level, the map will be seeded with nine treasure chests, which will be distributed in regions flagged as "rooms." Entering a room with a treasure chest guarantees an encounter, and the “Reward 2” column will be selected as the contents of the treasure chest. Treasures from standard encounters are selected from the “Reward 1” column and are usually just loose piles of gold.

If you set off an alarm trap, then you'll still get a "Reward 2" prize after winning the resulting encounter, without having to re-open the treasure chest, but the prize will be determined from the resulting encounter rather than from the initial one.

If you have a random encounter in a room-flagged area where there isn't any treasure chest, you will receive loose gold from the “Reward 1” column, but the amount will be doubled.


Id Name Partner Mage Level Priest Level Spell Resistance
0 BUBBLY SLIME 10% ORC 0 0 0
1 ORC 20% KOBOLD 0 0 0
2 KOBOLD 15% ORC 0 0 0
3 UNDEAD KOBOLD 10% KOBOLD 0 0 0
4 ROGUE 20% ORC 0 0 0
5 BUSHWACKER 20% ZOMBIE 0 0 0
6 HIGHWAYMAN 20% ZOMBIE 0 0 0
7 ZOMBIE 20% CREEPING CRUD 0 0 0
8 CREEPING CRUD 24% BUBBLY SLIME 0 0 0
9 GAS CLOUD 15% BUBBLY SLIME 2 0 0
10 LVL 1 MAGE 20% HIGHWAYMAN 1 0 0
11 LVL 1 PRIEST 25% ROGUE 0 1 0
12 CREEPING COIN? 100% CREEPING COIN? 0 0 0
13 LVL 1 NINJA 20% LVL 1 NINJA 0 0 0
14 VORPAL BUNNY 20% CAPYBARA 0 0 0
15 CAPYBARA 20% COYOTE 0 0 0
16 GIANT TOAD 20% COYOTE 0 0 0
17 COYOTE 25% VORPAL BUNNY 0 0 0
18 LVL 3 PRIEST 30% LVL 1 PRIEST 0 2 0
19 LVL 3 SAMURAI 20% CREEPING COIN? 1 0 0
20 LVL 3 NINJA 20% LVL 1 NINJA 0 0 0
21 WERE BEAR 30% VORPAL BUNNY 0 0 0
22 DRAGON FLY
0 0 20
23 ROTTING CORPSE 10% GRAVE MIST 0 0 0
24 OGRE 20% VORPAL BUNNY 0 0 0
25 HUGE SPIDER 10% BORING BEETLE 0 0 0
26 WERERAT 50% COYOTE 0 0 0
27 BORING BEETLE 20% HUGE SPIDER 0 0 0
28 GAS DRAGON 40% DRAGON FLY 1 0 0
29 PRIESTESS 60% GAS DRAGON 0 2 0
30 SWORDSMAN 35% ATTACK DOG 0 0 0
31 HUGE SPIDER 10% SHADE 0 0 0
32 ATTACK DOG 20% DRAGON FLY 0 0 0
33 GARGOYLE
0 0 50
34 GRAVE MIST 20% SHADE 0 0 0
35 DRAGON PUPPY 10% WERERAT 0 0 0
36 WEREWOLF 25% WERERAT 0 0 0
37 SHADE 20% ROTTING CORPSE 0 0 0
38 BISHOP 10% MINOR DAIMYO 1 3 0
39 MINOR DAIMYO 20% BISHOP 0 0 0
40 LVL 5 MAGE 20% LVL 4 THIEF 3 0 0
41 LVL 4 THIEF 20% BISHOP 0 0 0
42 KILLER WOLF 15% DRAGON PUPPY 0 0 0
43 SPIRIT 20% GARGOYLE 3 0 25
44 GIANT SPIDER 20% HUGE SPIDER 0 0 0
45 WERETIGER 20% WEREWOLF 0 0 0
46 MEDUSALIZARD 20% SPIRIT 0 0 0
47 LVL 5 PRIEST 20% LVL 6 NINJA 0 3 0
48 LVL 6 NINJA 20% MASTER THIEF 0 0 0
49 LVL 7 MAGE 20% LVL 6 NINJA 4 0 0
50 MASTER THIEF 10% LVL 5 PRIEST 0 0 0
51 MAJOR DAIMYO 50% LVL 5 PRIEST 0 0 20
52 HIGH PRIEST 20% CHAMP SAMURAI 0 5 0
53 CHAMP SAMURAI 25% HIGH PRIEST 1 0 0
54 ARCH MAGE 30% CHAMP SAMURAI 2 0 0
55 MASTER THIEF 25% ARCH MAGE 0 0 0
56 GAZE HOUND 20% GAZE HOUND 0 0 0
57 OGRE LORD 10% TROLL 3 0 0
58 TROLL 5% TROLL 0 0 0
59 LIFESTEALER 50% LIFESTEALER 3 3 20
60 NIGHTSTALKER 23% OGRE LORD 0 0 25
61 WYVERN 20% SPIRIT 0 0 0
62 LVL 8 PRIEST 20% WYVERN 0 4 0
63 LVL 10 FIGHTER 10% LVL 10 FIGHTER 0 0 0
64 LVL 7 MAGE 30% WYVERN 5 0 0
65 LVL 7 THIEF 20% LVL 8 PRIEST 0 0 0
66 LVL 8 NINJA 20% NIGHTSTALKER 0 0 0
67 EARTH GIANT
0 0 85
68 LESSER DEMON 80% LVL 8 NINJA 3 0 60
69 CHIMERA 20% ARCH MAGE 0 0 0
70 FIRE GIANT 10% LESSER DEMON 0 0 0
71 GORGON 50% CHIMERA 0 0 0
72 LVL 8 BISHOP 20% GORGON 3 4 0
73 LVL 8 FIGHTER 20% LVL 8 FIGHTER 0 0 0
74 LVL 10 MAGE 30% GORGON 5 0 0
75 THIEF 20% GORGON 0 0 0
76 MASTER NINJA 30% LVL 7 MAGE 0 0 0
77 MURPHY'S GHOST 80% MURPHY'S GHOST 0 0 40
78 WILL O' WISP
0 0 95
79 BLEEB 20% MASTER NINJA 0 0 0
80 FROST GIANT 30% THIEF 0 0 95
81 FIRE DRAGON
5 0 0
82 HIGH PRIEST 100% FIRE GIANT 0 6 0
83 HIGH WIZARD 100% LVL 8 BISHOP 6 0 0
84 MASTER THIEF 100% LVL 8 FIGHTER 0 0 0
85 HATAMOTO 100% LVL 10 MAGE 0 0 0
86 VAMPIRE 15% VAMPIRE 3 0 20
87 GREATER DEMON 70% LVL 8 NINJA 5 0 95
88 POISON GIANT 50% WILL O' WISP 0 0 95
89 DRAGON ZOMBIE 10% BLEEB 5 0 25
90 RAVER LORD 100% HIGH PRIEST 5 4 0
91 THE HIGH MASTER 100% HATAMOTO 0 0 0
92 FLACK 100% MURPHY'S GHOST 0 0 0
93 ARCH MAGE 100% HIGH WIZARD 6 0 0
94 MAELIFIC 100% POISON GIANT 7 0 50
95 VAMPIRE LORD 100% VAMPIRE 6 0 0
96 W E R D N A 100% VAMPIRE LORD 7 7 70
97 HIGH NINJA
0 0 0
98 HIGH PRIEST 100% HIGH NINJA 0 5 0
99 LVL 7 MAGE 100% HIGH PRIEST 4 0 0
100 LVL 7 FIGHTER 100% LVL 7 MAGE 0 0 0


Partner

When a monster encounter is selected, it will be in the first monster group. There is a chance that it will come with a “partner,” if it has one, in the second monster group. This is recursive; if the partner type is selected, then that partner also gets a chance of having its partner in the next group slot. There is a limit of 4 groups, or MazeLevel+1, whichever is lower.

For example, bubbly slimes have a partner value of 10% orc. So if you encounter them, there is a 10% chance that orcs will spawn too. If this happens, then since orcs have a partner value of 20% kobold, there would be a 20% chance of the orcs coming with kobolds, and so on.

Mage Level

The highest level of mage spell that the monster may cast.

Monster mage logic:
  • Monsters with any mage spells have a 75% of casting instead of attacking.
  • The monster then selects a random value from the right column of this table, according to the odds in the left column:

    71% 0
    20.59% 1
    5.97% 2
    1.73% 3
    0.5% 4
    0.15% 5
    0.06% 6
  • This number is subtracted from the Mage Level value, but it won’t drop below 1. 
  • Finally, the monster picks one of two spells within that level. There is a 66% chance of picking spell A, and a 34% chance of picking spell B.
  • After casting the spell, there is a 1 / (Monster group size + 2) chance that the group's mage level decreases by one point, affecting all individuals within it.

Monster mage spells (levels do not completely correspond to player spell levels):


A B
1 Katino Halito
2 Dilto Halito
3 Molito Mahalito
4 Dalto Lahalito
5 Lahalito Madalto
6 Madalto Zilwan
7 Tiltowait Tiltowait

It's curious that Zilwan is one of the spells, as it will never affect anyone in your party!

 

Priest Level

Priest spellcasting logic is a bit different.
  • A priest spellcaster who did not cast a mage spell has a 75% chance of casting a priest spell instead of attacking.
  • When casting a priest spell, monsters always select the highest value allowed.
  • There is still a 66% chance of selecting spell A and a 34% chance of selecting spell B.
  • There is a 1 / (Monster group size + 2) chance that the group's priest level decreases by one point. Same as with mage spells.


A B
1 Badios Badios
2 Montino Montino
3 Badios Badial
4 Badial Badial
5 Badialma Badi
6 Lorto Mabadi
7 Mabadi Mabadi

Spell Resistance

The monster’s percentage chance to resist certain spells. A resisted spell has no effect on the monster.

Spells subject to SpellResistance are:
Badios, Badial, Badialma, Litokan, Lorto, Malikto, Halito, Mahalito, Molito, Dalto, Lahalito, Madalto, Zilwan, Tiltowait


Id Name Elemental Resistance Abilities XP
0 BUBBLY SLIME Physical Magic
55
1 ORC Fire Sleep Run 235
2 KOBOLD Physical Cold Sleep Run 415
3 UNDEAD KOBOLD Fire Cold
230
4 ROGUE
Sleep Run 380
5 BUSHWACKER
Sleep Run 620
6 HIGHWAYMAN
Critical Sleep Run 840
7 ZOMBIE
Paralyze 520
8 CREEPING CRUD Cold Magic Poison 550
9 GAS CLOUD
Paralyze Run 350
10 LVL 1 MAGE
Sleep Run 475
11 LVL 1 PRIEST
Sleep Run 515
12 CREEPING COIN? Fire Cold Poison Drain Stone Call 920
13 LVL 1 NINJA
Critical Sleep 600
14 VORPAL BUNNY Cold Critical Run 735
15 CAPYBARA
Poison Run 520
16 GIANT TOAD Fire Poison Run 795
17 COYOTE Poison Drain Stone Run 780
18 LVL 3 PRIEST
Poison Sleep Run 990
19 LVL 3 SAMURAI
Run 795
20 LVL 3 NINJA
Poison Critical 1360
21 WERE BEAR Cold Poison Poison Paralyze Run 1320
22 DRAGON FLY Fire Sleep 1275
23 ROTTING CORPSE
Paralyze 680
24 OGRE
Sleep Run 960
25 HUGE SPIDER
Poison Sleep 600
26 WERERAT Magic Sleep 755
27 BORING BEETLE

1120
28 GAS DRAGON

2075
29 PRIESTESS
Sleep 870
30 SWORDSMAN
Sleep 960
31 HUGE SPIDER
Poison Sleep 600
32 ATTACK DOG
Sleep Run 1120
33 GARGOYLE Magic
2435
34 GRAVE MIST
Paralyze 1080
35 DRAGON PUPPY

2280
36 WEREWOLF Magic
975
37 SHADE Magic
875
38 BISHOP
Sleep 1135
39 MINOR DAIMYO
Sleep 1200
40 LVL 5 MAGE
Sleep 620
41 LVL 4 THIEF

740
42 KILLER WOLF

1460
43 SPIRIT Magic Poison 1245
44 GIANT SPIDER
Poison 960
45 WERETIGER Magic Poison Sleep 1405
46 MEDUSALIZARD
Stone 1040
47 LVL 5 PRIEST

1220
48 LVL 6 NINJA

1520
49 LVL 7 MAGE
Sleep 1000
50 MASTER THIEF
Sleep Run 960
51 MAJOR DAIMYO

2340
52 HIGH PRIEST

2160
53 CHAMP SAMURAI

2395
54 ARCH MAGE

790
55 MASTER THIEF
Run 1140
56 GAZE HOUND Magic Paralyze Run 1235
57 OGRE LORD

1790
58 TROLL

1720
59 LIFESTEALER Poison Drain Stone Magic
2240
60 NIGHTSTALKER Magic
1475
61 WYVERN
Poison 1540
62 LVL 8 PRIEST

1720
63 LVL 10 FIGHTER

1900
64 LVL 7 MAGE

1240
65 LVL 7 THIEF
Run 1220
66 LVL 8 NINJA
Critical 1020
67 EARTH GIANT Magic
20435
68 LESSER DEMON
Call 5100
69 CHIMERA Fire
3515
70 FIRE GIANT Fire
2115
71 GORGON

2920
72 LVL 8 BISHOP

2060
73 LVL 8 FIGHTER

2140
74 LVL 10 MAGE

1400
75 THIEF
Run 1640
76 MASTER NINJA
Critical 1280
77 MURPHY'S GHOST Fire Cold Poison Drain Stone Magic Sleep 4450
78 WILL O' WISP

42840
79 BLEEB Physical Fire Cold Poison Drain Stone Magic Run Call 3300
80 FROST GIANT Cold
40875
81 FIRE DRAGON

5000
82 HIGH PRIEST

3300
83 HIGH WIZARD Fire
2395
84 MASTER THIEF Poison Run 1935
85 HATAMOTO
Critical 1600
86 VAMPIRE Poison Drain Stone Paralyze 3330
87 GREATER DEMON
Poison Paralyze Call 44090
88 POISON GIANT

40840
89 DRAGON ZOMBIE

5200
90 RAVER LORD Fire
4155
91 THE HIGH MASTER Fire Cold Poison Drain Stone Magic Critical 3000
92 FLACK Physical Fire Cold Poison Drain Stone Magic Stone Poison Paralyze Critical 9200
93 ARCH MAGE

3160
94 MAELIFIC
Poison Paralyze 7460
95 VAMPIRE LORD
Paralyze 7320
96 W E R D N A Fire Cold Poison Stone Poison Paralyze Critical 15880
97 HIGH NINJA
Critical 1600
98 HIGH PRIEST

2200
99 LVL 7 MAGE
Sleep 1000
100 LVL 7 FIGHTER

1900

Elemental Resistance 

Spell damage from group targeting-spells is cut in half if the monster resists the corresponding element. Physical resistance does not affect non-spell damage!

Element Spells
Fire Litokan, Mahalito, Lahalito
Physical Lorto, Malikto, Molito, Tiltowait
Cold Dalto, Madalto

Poison, Drain, Stone, and Magic elemental resistances do nothing, because none of the group-targeting spells in Wizardry are aligned to those elements.

Abilities

  • Sleep – The only “bad” ability. Monsters with this ability are affected by Katino. Any others are not.
  • Run – If the monster party is demoralized, then each monster with this ability has a 65% chance to run each turn.
  • Critical – When the monster lands one or more successful hits, it has a [Level * 2%] chance, up to a maximum of 50%, to instantly kill.
  • Poison – Sets poison rate to 1 on a successful hit.
  • Paralyze – Inflicts paralysis on a successful hit.
  • Call – If the monster group has fewer than 5 monsters in it, then each monster has a 75% chance of calling for help instead of attacking. The chance that a call for help will be successful is (MonsterLevel * 5%).
  • Stone – Inflicts stone status on a successful hit.

XP calculation

Interestingly, the XP value of a monster is not actually part of the monster tables, but is calculated from the monster’s stats!

To get the XP value, calculate each line item, and then add them up.

If a line item’s governning stat is zero (AC excepted), then it doesn’t count. For instance, the second item uses MageLevel. If a monster’s MageLevel is zero, then the algorithm just skips that line item rather than plugging in a value of zero.
  • [Hit dice count] * [Hit dice sides] * 20 * [1 + HasBreath]
    • HasBreath = 0 normally, HasBreath = 1 if the monster uses a breath attack.
  • + 35 * 2^[MageLevel – 1]
  • + 35 * 2^[PriestLevel – 1]
  • + 200 * 2^[DrainLevel – 1]
  • + 90 * 2^[HealLevel – 1]
  • - 40 * [ArmorClass – 11]
  • + 30 * 2^[AttackCount – 1]
    • (only if the monster has at least two attacks!)
  • + 40 * 2^[SpellResistance/10]
  • + 10000 * 2^[SpellResistance/10 – 8]
    • (only if the monster has at least 80 Spell Resistance! This line item is due to a bug in the way Wizardry calculates multiplication of large numbers.)
  • + 35 * 2^[ElementalResistances – 1]
    • Count the number of elemental resistances EXCEPT for physical!
  • + 40 * 2^[Abilities -1]
    • Count the number of abilities, including sleep.


To illustrate this, I’ll show how the Greater Demon’s XP gets calculated.
  • [Hit dice count] * [Hit dice sides] * 20 * [1 + HasBreath]
    • 11 * 8 * 20 * [1+0]
    • 11 * 8 * 20 * 1
    • 1760
  • + 35 * 2^[MageLevel – 1]
    • + 35 * 2^[5-1]
    • + 35 * 2^4
    • + 35 * 16
    • + 560
  • + 90 * 2^[HealLevel – 1]
    • + 90 * 2^[1 – 1]
    • + 90 * 2^0
    • + 90 * 1
    • + 90
  • – 40 * [ArmorClass – 11]
    • – 40 * [-3-11]
    • – 40 * -14
    • + 560
  • + 30 * 2^[AttackCount – 1]
    • + 30 * 2^[5-1]
    • + 30 * 2^4
    • + 30 * 16
    • + 480
  • + 40 * 2^[SpellResistance/10]
    • + 40 * 2^[95/10]
    • + 40 * 2^9
    • + 40 * 512
    • + 20480
  • + 10000 * 2^[SpellResistance/10 – 8]
    • + 10000 * 2^[95/10 – 8]
    • + 10000 * 2^[9-8]
    • + 10000 * 2^1
    • + 10000 * 2
    • + 20000
  • + 40 * 2^[Abilities -1]
    • + 40 * 2^[3-1]
    • + 40 * 2^2
    • + 40 * 4
    • + 160

Summing them all up:
  • 1760
  • + 560
  • + 90
  • + 560
  • + 480
  • + 20480
  • + 20000
  • + 160
  • = 44090
If you followed that, you may have noticed that the SpellResistance accounted for most the total XP. I mentioned this before, but monsters with high Spell Resistance are always worth a lot of XP in Wizardry.

Next post I’ll go into the treasure system and items, and should be my last word on Wizardry I.

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